BenventoFirstFloor

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Benvento - The Mad Horror House - First Floor

9 - Stairs

A set of normal stone steps descends into the darkness.  When the players are half-way down two things will happen.  The door behind will slam shut, and the sounds of hammers/nails will come indicating that the door is being sealed behind them.  (DC: 30 to open)3rd Edition.  The stairs will then pivot and become a slide down 30' into the darkness.  1d6 damage per 10' for each character except the first as they pile up on one another.<
> Have the players make a perception check at -5 to notice a door-shape about 20' up from the stairwell. This leads to 15 - The Zig-Zag Hall.

10 - Entry Room

The room that the players land in is full of sewage, muck and discarded bones from animals & humanoids of differing races.  The door to 11 has a Glyph of Warding on it.  If the door is opened, the Glyph will explode for 2d12 damage (Save vs. spells for half-damage.)  The door is impervious to the blast and shows no signs of damage from the explosion (or previous explosions.)<
> This room is empty except for the above muck and a few tattered (worthless) tapestries of a bygone era.

11 - Neo-Otyugh

This room has a Neo-Otyugh: AC: 0, HD: 12, HPs:56, AT:Tentacle x2(2d12), Bite(1d6). Bitten players must roll for Disease (Rotting). This creature is never surprised especially considering the racket the players would make entering Room 10.  No treasure is found in this room.

12 - Statue Room

This room has two statues in it, they are of two humanoids each with a weapon raised as if in attack to the other across the room from it. Around the middle of the floor are torn bits of cloth, and the skeletal remains of numerous previous adventurers.  A perception check will note that there seems to be a clearing of debris between the two statues.<
> These statues are movable along their individual tracks to the center of the room. Once a statue is moved to the center of the room a loud 'locking' sound will be heard, and that statue can not be moved again. When both statues are shifted to the center they will touch weapons and at that moment will activate. The weapons are part of the statues and the statues are indestructible before being activated.<
> Statues: AC: 4, HD: 5, HPs: 30, AT:Sword(1d10). Once the statues are destroyed they will shatter into dust..their 'movement plates' will unlock, shift back to the walls and the dust of the statues will reform them into their previous forms. A sliding door to 13 - Prayer Room will open after this encounter, and the sounds of men praying in a monotonous tone will be heard.

13 - Prayer Room

This room is empty except for random worthless debris and various bones.  The room has a small altar on it with 2 golden candlesticks (worth 10gp each).  

14 - Orc Bunk Room

This room has 1d4+4 Orcs here at any given time.  The room contains the following weapons: 2 long spears, 1 axe, 2 short swords and 1 crossbow with 20 quarrels. (These weapons are of normal condition).  There are 2 tables in this room surrounded by chairs.  There is a chest in the corner of the room.<
>
The orcs will immediately attack, they are faithful to the lord of the dungeon.  The chest is trapped with a strong paralyzing trap. (DC:20 to detect.)  The contents of the chest are: a sack of 100 gps, 1 necklace (20gp) and two potions (climbing and healing).

15 - The Zig-Zag Hall

This Hall is filled again with garbage, refuse and other sewage.  A perception check will allow players to note a smell of oil that permeates the garbage.  This hallway has tile frescoes of humans, elves, and dwarves being tortured. Every d4 minutes a ball of energy will ricochet down the hall from the far end and get absorbed by an invisible barrier before entering 16 - Plate Room.<
> Each player in the hall must make a Saving Throw vs. Spells (Reflex 4th Edition) to avoid being hit. If hit the ball of energy does 2d6 damage. (Roll for save in marching order, after ball is absorbed no one else in line is obviously going to get hit.) If the players decide to attack the ball of energy, consider it AC: 5 HPs: 8. If destroyed the ball will explode as the 3rd level mage spell Fireball 3d6 damage (save for 1/2 damage.) This will ignite the hallway causing d6 fire damage per round that the players remain.

16 - Plate Room

A pressure plate in the center of the room will cause the walls of the room to weep blood and screams of the dying can be heard.  The secret door to this room can only be opened by magic means (spell: Knock in PHB) or a Difficult Strength roll (DC: 25).  

17 - Bedroom

This room is a bedroom/laboratory for Kisna, a chaotic-evil magic-user.  AC: 5 (Bracers of Defense), HPs: 20, AT:Dagger(1d4) knows the following spells: Charm Person, Invisibility, Darkness 15' R., Mirror Image, Scare, Wizard Eye and Dispel Magic.  His spellbook is located in a secret catch under the laboratory table.  A pouch under the bed contains 40GPs.  The laboratory table contains various petri dishes, funnels, bottles, beakers, and a mortar & pestle set.  The room is well lit.  The magic-user will first attempt to charm the strongest looking player and order him to defend him.

17a - Workshop

The magic-user's workshop for practicing his spells has a furnace and two cauldrons which have some sticky, smelly residue coating the inside.  On the table in the room is a crystal ball (good/excellent clarity) 100gp, and 3 vials of unholy water with some other miscellaneous chemistry set items.

17b - Meditation Chamber

This meditation chamber has the ability to scan the Ethereal Plane.  It is activated only upon the words 'Let Me See', then the whole room's walls will shimmer and fade away.  An imp will appear, hovering overhead and state, "I shall let you see, but answer this question.  'What destroys mountains, kings and villages but is never destroyed and never ending.'"  The answer is: Time.  If answered correct, the players may scan the Ethereal Plane in the general locale for any beings (potential hook for another adventure!)<
> If answered incorrectly, the imp will disappear and the door will lock (DC:23) to open and a poisonous gas will fill the room. 1d4 damage per round, Blindness, if kept in gas for more than 5 rounds (hourly saving throws).

18 - Torture Chamber

There are 4 Orcs: AC: 6, HPs: 6, 5, 8, 8, AT:Axe(1d8) torturing a human on a rack.  Agar Banks is a merchant from a nearby city who was brought here for 'fun'.  If rescued, Banks will offer a reward of 50gp per player to escort him out of the dungeon.

19 - Teleport Chamber

Who ever walks into this room is instantly teleported to the second 19 - Teleport Chamber.  (Both are near 22 - Ants.)  The player will appear to 'wink' out of existence with a slight 'whoosh' as air fills the void of where the body once was.

20 - Cleric's Room

This room occupant is Oliph, a 7th level chaotic evil cleric: AC: 6, HPs: 28, AT:Footman's Mace(1d10) who will immediately attack the PCs upon being disturbed. The DM should give this foe spells appropriate for the PCs.<
> This room is his bedroom / worship area. There are a number of ghastly accouterments / symbols to unholy gods. Skull drinking goblets, etc. There is a table in the room with a secret catch that will open a small enclosure containing 3 vials of unholy water and a book of worship for the Mad God Hastur. The cleric will have 2d6 GPs in his purse, he will also be carrying a wooden wand with elvish script that says, "to open the way through the four."

20a - Meditation Chamber

This room has beautifully woven tapestries (500 gp value, but easily 100# weight each.) of scenes of multi-tentacled creatures flying through space, crushing towns / people and consuming humanoids of all shapes/sizes.  Think Cthulhu mythos per the Deities and Demigods.  The room has a brazier in the middle of the room filled with an evil-smelling, sickly green liquid that glows with a purplish light.<
>
(Those that consume the liquid will lose control of their characters for 1d6 hours, movement at half-rate, (Save vs. Petri/Poly for 1/2 length.) as they become conduits for the sick gods.  This doesn't mean they will automatically attack their fellow PCs, but give the 'maddened' PCs the opportunity to draw people into unwise choices, perhaps pushing people into holes, and being 'deviously evil'.  If asked if they are okay, the best response from them should be 'Me? I'm fine, the stuff tasted odd, but I feel no different.'  Detect Lie/Truth will discover the truth.  If removed from the room in vials, the liquid will lose its unearthly glow (and other qualities) after d4 hours.

21 - Supply Room

This supply room is full of barrels, chests and crates of various foodstuffs.  Perception checks or Herbalism checks will discover a number of rare herbs hanging in drying racks.  There are 100' of rope and 5 weeks of Iron Rations within the various crates.  Barrels will be a mixture of vinegar, water, and barely palatable wine.

22 - Ants

This wing of the Great Hall has 2 giant anthills coming through the tile of the floor of this area.  A number of ants will be seen tending to a number of odd fungal 'trees' on both sides of the room.  Once the PCs come within 20' of the ant hills they are under increasing danger of being attacked.  (30% initially, +10% each round until attacked.)  This nest has over 140 members in it.  Upon attack workers will either attempt to collect fungoid 'pods' and hurry down the anthills or snap at the PCs.  After 2 rounds the ants coming from within the holes will be Soldiers.  Workers: AC: 6, HD: 2, AT:Bite(1d4), Soldiers: AC: 3, HD:3, AT:Bite(1d4+1), Slashx2(1d6).<
>
The ants will shy away from approaching 20 - Cleric's Room or further into the east-west leg of the great hall.  If the PCs attempt to enter the anthills, prevent this from happening with the last ant's collapsing the tunnels.  The fungoid pods are moist and musty smelling.  They are edible, but have each PC that consumes it roll for a permanent allergy. (Save vs. Poison to cancel.)

23 - Great Hall

This Hall has two large tables with chandeliers coming from the 30' ceiling in this room.  Tile frescoes of the Great Hall itself full of people having a feast and merry-making can be discovered upon inspection through the differing levels of grime/dirt on the walls.  The tables are set with placesettings for 20 people (10 each table).  There is a putrid feast of dried and desiccated foods, rotting vegetation and murky liquids within jugs.<
> If any PC sits at the table, roll for temporary insanity (Save vs. Paralysis at -5). Those who succumb will see the room full of people laughing and having a good time feasting and joking. A terrible hunger will hit the PC and he will start to consume the 'feast' (they will perceive it as fresh and mouth-watering.) After the PC is removed from the chair, or d4 rounds have expired roll (Save vs. Poison) for 2d10 points of sickness/corruption. The placesettings are of high-value (20gp each) but delicate (50% breakage by the time the adventure ends.)

24 - Cavern

This cavern contains a pond and a large pit deeper into the earth below.  The lake has two Floating Eyes: AC: 8, HD: 4, AT:None that will bounce around the room and 'cry/squeak' as they are attacked.  At the bottom of the lake is a trapped chest that will transmute the water to mud.  Within is a Dagger +2, a rotting sack with 100GPs and a potion of Plant Control.  Further into the cavern is 25 - The Way Down.

25 - The Way Down

This rough-hewn pit leads down to the second level of Benvento.  The hole is 50' down with magical darkness obscuring the distance.  The inky-darkness will swallow all light sources and muffle sounds.  Require climbing checks every 10' with modifiers for using rope/pitons/etc. to secure their way.  Damage is 1d6 per 10'.

26 - Many-Doored Hallway

This hallway is made to slow the PCs down.  Each of these doors have Glyphs of Warding upon them (similar to 10 - Entry Room.), each door also has a locking mechanism of odd design that will require +1d6 rounds extra to pick.  The first door's Glyph is Paralysis 1d4 hours (Save vs. Paralysis negates.), The second door is Cold, 3d6 damage (Save vs. Spell 1/2 damage.), The third is Fire, 5d6 damage (Save vs. Spell 1/2 damage.)  If same person is hit with cold and hot, cannot make fire saving throw., the Fourth door is Blindness (Duration: 1d4 hours, Save vs. Spell negates.)  The wand found on Oliph in 20 - Cleric's Room negates each doors Glyph for 1 minute upon being tapped/rapped on the door. Note: this may require additional raps during the lockpick attempt.

27 - Javelin Room

This room is trapped that unless Oliph's Wand (20 - Cleric's Room) is presented the far wall will eject 2d6 arrows down 26- Many-Doored Hallway. Attack as 5 HD creature, AT:Arrow(1d6).  The room has racks of old clothing, a Bag of Holding that appears to be a normal canvas sack and a leather backpack in the corner with 5 gems (random qualities per DMG.)

28 - Lamia Room

This room has a Lamia within.  Lamia: AC: 3, HD: 9, AT:Dagger(1d4) This beautiful woman languishes upon a silken bed, her lower body covered by draperies of silk & rare cloths. She will attempt to converse with the PCs upon first entry, and attempt to use her abilities (See Lamia in MM.) to lure the PCs to relax.  She has no treasure but the clothing could be collected (400 GP value, but 30# weight.) 

29 - Maze

This room is a maze with 20' ceilings.  The walls go all the way up to the ceiling.  A Black Pudding: AC: 6, HD: 10, HPs: 43, AT:Injest(3d8) has adapted its shading to match the color of the walls/ceiling has made this its home.  It keeps to the ceilings normally, moving around and flanking/attacking those who wander into its domain.  The maze should seem exceedingly confusing with the door closing behind and requiring a Difficult perception check to discover.

30 - Illusion

This room appears to have a bag full of gold in the center of the room with a single torch burning eternally on a sconce on the wall.  Upon entry, bars will drop from the ceiling and the bag will seem to deflate leaving no gold, but a bag.  If opened, the bag is discovered to be a Bag Of Screams.  Bag Of Screams: Yells and screams as if in pain/being tortured.  Every round check for wandering monsters with 50% increase of an encounter.

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Map of the First Level {{File:BenventoFirstFloor$BenventoLevelOne.jpg}}


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